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Thoughts on the N7 Typhoon


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#26
ryoldschool

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SalvationThroughDestruction wrote...

Does this bonus multiply with the damage ramp up? (Ie. Bonus vs shields/Armor/ect applies to first hits, then is effected by the ramp up)


I would really doubt it.   It did nothing vs phantoms for me last night, and I had warp ammo applied as well.

I did compare Typhoon V to the revenant X and they are both inaccurate.  The fact that the Revenant X is even close to this new version of the Typhoon ( after the nerf ) shows what a fail the gun is.  Revenant was not even a top choice before the Typhoon came out ( Harrier or Saber ).

Nerf has busted this gun for me.

#27
I-DeuS-I

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Thanks. On replying about the balance changes with the N7 Typhoon. However, could I make a small suggestive on the N7 Typhoon, increase the base damage from 44.4 to 50.0 rounding the base damage to 75.0 from 66.6. That way the Typhoon doesn't feel lackluster at a low level. Kind of disappointing that an ultra-rare only becomes good at level X...

#28
WickedTruth 823

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Harrier still outperform's it... I'll give it one last test before I put it on the shelf for good... It's just not worth sticking my head out in the open for that amount of time...

#29
BjornDaDwarf

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So the DPS on it can change pretty radically based on what you are hitting and where you are in the ramp up, interesting.

Also, I would also like to know if it ignores armor DR as part of it's native piercing ability.

#30
donnyrides

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please downgrade the gun to rare then. Nerf the power, nerf the drop rate. it's only fair. For giving a 2.50 weight, it already had it's drawbacks.

perhaps a little more QAing before releasing to the public would solve all this nerf/buff garbage.

#31
Broskey Demands

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That still doesn't fix the weight to damage ratio with the Revenant. Revenant is so much lighter and is just as effective.

I use to run with my Salarian Engineer with the Typhoon. I'd focus on weapon damage and use decoy/energy drain only when I had to. I figured the damage was worth the weight. Now? Revenant is much lighter and just as good, so you better believe I use the Revenant.

Modifié par Broskey Demands, 03 août 2012 - 09:11 .


#32
humes spork

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Eric Fagnan wrote...

As mentioned earlier, we did many tests on a variety of kits, mods, builds.

Well, obviously not enough. I tried this weapon on my asari adept, and it is incredibly worthless. Not only did it do very little damage, but I couldn't hit stuff with very much, and all for making my stasis cooldown over ten seconds. Clearly, the weapon is underpowered and needs a buff.

[Sorry, I just couldn't help myself.]

#33
Bechter

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Eric Fagnan wrote...

Just to clarify a few things on the recent N7 Typhoon balance changes...

We've done a lot of internal tests on the N7 Typhoon comparing it to other assault rifles and other weapons, and even with the recent nerf it is still incredibly powerful. One of the reasons for this is that the weapon has an inherit 50% damage bonus versus armor, shields, and barriers. This far outclasses other weapons in terms of damage bonuses against resistances. The Revenant, for example, does not get this bonus and does regular damage to armor, shields, and barriers.

As always, we'll keep an eye on the balance of the N7 Typhoon, but if you have the weapon please test it out in game against different enemies to see how it feels. The numbers can often be deceiving so it's difficult to tell how effective a weapon is on paper.


Comparing it to the Revenant is comparing apples and oranges rarirty, weight, and function are quite different from the start. The Typhoon can be used effectively on what 4 characters Destroyer, Demolisher, human soldier and Turian Soldier. On the previously mentioned characters only on the Destroyer did I feel it shined on. I guess you could put it on a cooldownless Krogan but its still not the best option. The wind up mechanic kills it for all infiltrators doesn't synergize with cloak bonuses. Outside of the Harrier and Typhoon all the assault rifles are quite outclassed by many other guns on higher difficulties. It just seems the nerfs to this gun were far to quick twice in two weeks of release. I assume the penetration nerf was a correction to an error much like the weight of the Harrier but the second nerf seem a bit to reactionary to these boards (much like many of your major weapon nerfs). You took a gun that is unuseable on almost every class, hard to get, only really shined on one, and brought it back in line with many assault rifles and other weapons that drastically need buffs. It seems like your balances changes are more worried reducing our more powerful options than buffing that vast majority of weapons that experienced players wouldn't take on gold/platinum if they want to be effective. This is just my humble two cents. Just would like a better understanding of your teams rationale to balance changes some guns do not resemble anything from their original form (Krysae and Falcon). They were fine in your minds to release then the community gets ahold of them and the boards rages soon followed by nerfs. This is just my humble two cents.

#34
Yuanrang

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My general thought of it is that it just does not give the firepower I need for the time I need to expose myself. The more intense you make the gameplay, the more pivotal precision strikes or massive damage bursts become. In this particular case, good sustained damage is just not worth the ramp-up when I am that exposed. The damage just is not good enough to call incredibly powerful either, because if the current Typhoon is "incredibly powerful", I shudder to think what you call the Harrier, Saber or Revenant which in my opinion are far better performing for those classes that can handle Assault Rifles.

A heavy beast like the Typhoon just is not worth taking when you can either take lighter guns, or guns that pack a harder punch up front. :/
Sure, the Typhoon is probably one of the better Assault Rifles, but that is mostly because the Assault Rifles are severely lacking as it is. It was great after the first balance change, perhaps too great, but you overshot completely somewhere during the second balance change.

Edit:
I find the entire "great against enemies with resistances" argument considering every single enemy that is worth something has at least one resistance, many has two. Husks, Centurions, Geth Troopers, Assault troopers, Cannibals, Marauders and Geth Rocket troopers are not really a big issue when they either only have Health, or have a health bar. Those that have resistances of those are usually near dead once their shield drop. Geth Hunters have invisibility and might not be noticed, and that just really leaves the Phantoms which, actually, are the only hard enemy with Health + Resistance.

TL;DR on the edit: Enemies with Health are generally worthless against players either way, meaning the damage against resistance actually just means "damage against the true enemies in Multiplayer" with the exception of the Phantom which has a HP bar as well as barriers.

Edit2:
With the above in mind, I would like to point out that I really do not see the incredible power in it during its current incarnation. Yeah, it does damage but it is hardly incredibly powerful even with those damage bonuses. I find other Assault Rifles better now, so something is not adding up.

Modifié par Yuanrang, 03 août 2012 - 06:09 .


#35
ryoldschool

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Eric Fagnan wrote...

SalvationThroughDestruction wrote...

Does this bonus multiply with the damage ramp up? (Ie. Bonus vs shields/Armor/ect applies to first hits, then is effected by the ramp up)


The bonus to resistances multiplies the final damage number, so it is incredibly powerful.


incredibly powerful? on bronze?  Sorry, but it was way better before the nerf.

#36
GodlessPaladin

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Eric Fagnan wrote...

Just to clarify a few things on the recent N7 Typhoon balance changes...

We've done a lot of internal tests on the N7 Typhoon comparing it to other assault rifles and other weapons, and even with the recent nerf it is still incredibly powerful. One of the reasons for this is that the weapon has an inherit 50% damage bonus versus armor, shields, and barriers. This far outclasses other weapons in terms of damage bonuses against resistances. The Revenant, for example, does not get this bonus and does regular damage to armor, shields, and barriers.

As always, we'll keep an eye on the balance of the N7 Typhoon, but if you have the weapon please test it out in game against different enemies to see how it feels. The numbers can often be deceiving so it's difficult to tell how effective a weapon is on paper.


Thanks on the clarification about the hidden multiplier!  I'm really curious if you or any dev could tell us about what other weapons and powers get inherent multipliers against certain defenses.

#37
Rosalina is my BabyCakes

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Well I only I have an typhoon I but I still think its a pretty good on small forces against all fractions. But with they latest nerf I find it to be incredible week against bosses now.
Also I only use it on the destroyer because it's way to weak and heavy for any class.

#38
IrishDeath420

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What about those of us who spent a good amount of real $ to unlock the Typhoon just to see its perfomance decreased?

#39
xXdmndmnXx

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Sorry to have to ask, this might come off as being rude and is probably a noob question, but someone's got to ask this.

Aren't these "OP" weapons internally tested pre-release before having to give out such "powerful" weapons? Pre-release balanced weapons would pretty much kill the potential for all the nerf/anti-nerf threads imo.

#40
Lajkos

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It's fine as it is after the nerf, don't go back on it just becaus ppl cry about not having another easy mode weapon

#41
jerrmy12

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1. bonus against shields?
2. my n7 destroyer does more dmg with revnent, my typhoon is LV 3
3. i do SOO MUCH BETTER with harrier, revnent, phaoston(or wtf it called), gps, ACOLOTE against phantoms.
4. it needs a buff to 1.75 multiplyer
5. ITS AN UR FOR ****S SAKE!
6. almost IMPOSSIBRU tp upgrade.
7. it's fun n all but needs lil buff, same with particle rifle, but again, fun

#42
Sp3c7eR

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Eric, with all due respect, the weapon right now feels useless as compared to before. A Typhoon cannot take out an Atlas as quickly as before, has poor mobility and poor accuracy. Revenant outclasses it in mobility alone and at mid range it can take down bosses just as quickly. So I can't really see the 50% inherent bonus damage to protections because I played with both last night.

Before, it took me 160 bullets to kill an Atlas. Right now 220 bullets leave an Atlas with half armor. The damage output has been reduced drastically, including damage versus mooks.

To get the best out of the weapon you need to keep firing as opposed to any other assault rifle due to the ramp-up time. That, along with the fact it's an ultra rare should guarantee high damage output like it had before. Right now it's just a bad weapon to use, there are other weapons that do its job more efficiently without the necessity of you being exposed, taking fire or ramping up the weapon while a phantom's slashing at you.

Please consider increasing the ramp-up time to further reduce it's mobility (slightly) so the "hold position and supress" element is emphasised, but reverse the nerfs to damage and penetration. That way it will keep its niche as a deployable machine gun.

Thanks for opening a discussion about this.

#43
jerrmy12

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o btw it weighs more than a widow 1

#44
inakrin

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Many tests, they sayd...so what about geth assault rifle and the Kassa Locust? Both are useless since release on any difficulty except bronze.

Can't believe your words about these guns. So can't do it about:

• katana
• shuriken
• inscisor
• scimitar and disciple.

Have you ever tried to beat at leas gold match with them? Actually i don't care about lmg's because i prefer to shoot my target with single claymore shot. And yes. mattock is sill better in Destroyer's hands than typhoon.

Modifié par inakrin, 03 août 2012 - 06:11 .


#45
Curtoss

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If you will give me one ill test it apparently 8 mil credits on premium specters isnt enough to get 1.

#46
Cyonan

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I am so happy that you've clarified how the damage modifier works for me =P

One thing I am curious about with them though:

Is the 1.5x damage modifier that kicks in after 0.75 seconds multiplicative with things such as Alliance Training?

Modifié par Cyonan, 03 août 2012 - 06:09 .


#47
Seifer006

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Sp3c7eR wrote...

Eric, with all due respect, the weapon right now feels useless as compared to before. A Typhoon cannot take out an Atlas as quickly as before, has poor mobility and poor accuracy. Revenant outclasses it in mobility alone and at mid range it can take down bosses just as quickly. So I can't really see the 50% inherent bonus damage to protections because I played with both last night.

Before, it took me 160 bullets to kill an Atlas. Right now 220 bullets leave an Atlas with half armor. The damage output has been reduced drastically, including damage versus mooks.

To get the best out of the weapon you need to keep firing as opposed to any other assault rifle due to the ramp-up time. That, along with the fact it's an ultra rare should guarantee high damage output like it had before. Right now it's just a bad weapon to use, there are other weapons that do its job more efficiently without the necessity of you being exposed, taking fire or ramping up the weapon while a phantom's slashing at you.

Please consider increasing the ramp-up time to further reduce it's mobility (slightly) so the "hold position and supress" element is emphasised, but reverse the nerfs to damage and penetration. That way it will keep its niche as a deployable machine gun.

Thanks for opening a discussion about this.


Agree with Spectre on this.

#48
Micah3sixty

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I'd love to test this weapon, but first you need to fix the store so that I'm still getting gear/UR unlocks instead of just level IV ammo/consumables. Fix the store!

#49
Urdnot Trex

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@Fagnan
I put it on my turian soldier and it seemed to perform adequately, however, i was playing against geth and kept having to restart the shooting cycle because of their stun-lock.

do you guys at bioware think it would be fair to balance classes that dont have a dodge/roll ability by making them immune to most forms of stunlock? (phantoms sword and brutes charge seem fair and make the most sense, but a banshee scream, prime laser, rocket troopers, atlas rockets, or hunter's gps seem to be a little unfair)

#50
Curtoss

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GodlessPaladin wrote...

Eric Fagnan wrote...

Just to clarify a few things on the recent N7 Typhoon balance changes...

We've done a lot of internal tests on the N7 Typhoon comparing it to other assault rifles and other weapons, and even with the recent nerf it is still incredibly powerful. One of the reasons for this is that the weapon has an inherit 50% damage bonus versus armor, shields, and barriers. This far outclasses other weapons in terms of damage bonuses against resistances. The Revenant, for example, does not get this bonus and does regular damage to armor, shields, and barriers.

As always, we'll keep an eye on the balance of the N7 Typhoon, but if you have the weapon please test it out in game against different enemies to see how it feels. The numbers can often be deceiving so it's difficult to tell how effective a weapon is on paper.


Thanks on the clarification about the hidden multiplier!  I'm really curious if you or any dev could tell us about what other weapons and powers get inherent multipliers against certain defenses.

Yeah i figured there was something with it as how well people do with it after buff in matches